forked from bartvdbraak/blender
Cleanup: spelling
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7198e9d10e
commit
006698167b
@ -484,8 +484,8 @@ void ShaderGraph::remove_proxy_nodes()
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vector<ShaderInput *> links(output->links);
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vector<ShaderInput *> links(output->links);
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foreach (ShaderInput *to, links) {
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foreach (ShaderInput *to, links) {
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/* remove any autoconvert nodes too if they lead to
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/* Remove any auto-convert nodes too if they lead to
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* sockets with an automatically set default value */
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* sockets with an automatically set default value. */
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ShaderNode *tonode = to->parent;
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ShaderNode *tonode = to->parent;
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if (tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {
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if (tonode->special_type == SHADER_SPECIAL_TYPE_AUTOCONVERT) {
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@ -317,7 +317,7 @@ void transform_motion_decompose(DecomposedTransform *decomp, const Transform *mo
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*
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*
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* Note that this is very simple and naive implementation, which only deals with degenerated
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* Note that this is very simple and naive implementation, which only deals with degenerated
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* scale happening only on one frame. It is possible to improve it further by interpolating
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* scale happening only on one frame. It is possible to improve it further by interpolating
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* rotation into s degenerated range using rotation from timesteps from adjacent non-degenerated
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* rotation into s degenerated range using rotation from time-steps from adjacent non-degenerated
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* time steps. */
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* time steps. */
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for (size_t i = 0; i < size; i++) {
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for (size_t i = 0; i < size; i++) {
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const float3 scale = make_float3(decomp[i].y.w, decomp[i].z.w, decomp[i].w.w);
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const float3 scale = make_float3(decomp[i].y.w, decomp[i].z.w, decomp[i].w.w);
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@ -1618,7 +1618,7 @@ static int prev_adjacent_edge_point_index(const SubdivCCG *subdiv_ccg, const int
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return point_index - 1;
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return point_index - 1;
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}
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}
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/* When the point index corresponds to a grid corner, returs the point index which corresponds to
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/* When the point index corresponds to a grid corner, returns the point index which corresponds to
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* the corner of the adjacent grid, as the adjacent edge has two separate points for each grid
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* the corner of the adjacent grid, as the adjacent edge has two separate points for each grid
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* corner at the middle of the edge. */
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* corner at the middle of the edge. */
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static int adjacent_grid_corner_point_index_on_edge(const SubdivCCG *subdiv_ccg,
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static int adjacent_grid_corner_point_index_on_edge(const SubdivCCG *subdiv_ccg,
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@ -1650,7 +1650,7 @@ static void neighbor_coords_edge_get(const SubdivCCG *subdiv_ccg,
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if (include_duplicates) {
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if (include_duplicates) {
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num_duplicates += num_adjacent_faces - 1;
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num_duplicates += num_adjacent_faces - 1;
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if (is_corner) {
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if (is_corner) {
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/* When the coord is a grid corner, add an extra duplicate per adajacent grid in all adjacent
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/* When the coord is a grid corner, add an extra duplicate per adjacent grid in all adjacent
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* faces to the edge. */
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* faces to the edge. */
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num_duplicates += num_adjacent_faces;
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num_duplicates += num_adjacent_faces;
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}
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}
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